Posts from: Commodore 64

Full category list for displayed posts: Commodore 64, Gaming, Rated: 2/5, Retro gaming, Reviews, Wii Virtual Console

Review: The Last Ninja 2

Can you play Last Ninja 2 on Wii? Shuriken!

Rating: 2/5

In the second game of System 3’s once-lauded series, the last ninja finds himself mysteriously dumped in modern-day New York (well, the New York of 1988, hence the distinct lack of dozens of Starbucks). Once again, his mission is to defeat the evil shogun Kunitoki, with only his wits, weapons and a dreadful control method to aid him.

Plot-wise, this is the kind of high-concept garbage that makes for dodgy Hollywood movies (”Hey! Let’s put a caveman in 2008! No, wait! How about a rap star in the 1800s?”), but the juxtaposition of ninja and New York somehow works, resulting in the best title in the Last Ninja series.

The refined graphics go some way to help, and the variety of locations—Central Park, downtown, sewers, an opium factory, an office block—offer a sense of variety and real-world wonder that the original game and its sequel can’t match. Sonically, the game also appeals, with Matt Gray’s thumping SID tunes driving you on.

Where the game fails, much like the original, is in its lack of gameplay. Combat is tedious and borderline canned, and gauging distances for numerous fussy jumps is regularly made problematic by the isometric viewpoint. On the C64, this is bad enough, but Wii owners will likely find the game an exercise in frustration when playing using the Wii remote.

My advice is to leave your happy childhood memories of the game alone, along with those for things like Thundercats, Bagpuss and The A Team, which are also rubbish in the cold, harsh light of the modern day.

The Last Ninja 2 is available now on Virtual Console for 500 Wii points (£3.50ish). As Nebulus came out at the same time, you should get that instead. It was also glossy and visually exciting in the 1980s, but it happens to still be a decent game.

The Last Ninja 2

No, I’m the last ninja! No, I’m the last ninja! Etc.

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Review: Nebulus

It’s not easy bein’ green

Rating: 4/5

Nebulus is cute. It has a cute little character, Pogo, who lives in a cute little world populated by cute little hostile nasties, and cute little sound effects accompany Pogo’s jaunts to the top of cylindrical towers that, for whatever reason, our bipedal frog-like chum has decided to rid his world of.

Don’t let this fool you, because if ever there’s a game that’ll make you want to smash a joystick to pieces (or your Wii, if you’re playing on Virtual Console), this is the one. And that’s because this game is hard.

The premise is simple: climb to the top of each tower via a maze of stairs, lifts and collapsing platforms. Once atop a tower, Pogo demolishes it (presumably, they aren’t well built; either that or Pogo hides extremely powerful explosives up his bottom), and you get to relax for a few seconds by playing a bonus game that finds the wee green guy catching fish using a high-tech submarine.

One might wonder: if Pogo has access to such technology, why not just hire a spaceship and blow the towers to pieces? But if he did that, we wouldn’t have this game. Instead, you’re lumbered with creeping slowly up the towers, ever mindful of the tight time-limit and the fact that absolute precision is required to pass many of Pogo’s adversaries.

This would all be fine if the game was utter rubbish—it could then be cast aside and you could get on with playing something a mite less frustrating. But the fact is that even 21 years after Nebulus first arrived on the C64, it’s still annoyingly captivating. You’re sucked in by the disorientating manner in which the towers are navigated (unlike most platform games, there are no edges—instead, Pogo moves ‘around’ the towers, which rotate in real-time on the screen, an effect that was astonishing at the time and still looks pretty today) and the utterly devious puzzles. And when you finally demolish one of the structures, you feel a true sense of achievement. Just don’t expect to get very far until half your joysticks are in tiny pieces.

Nebulus is available now on Virtual Console for 500 Wii points (about £3.50), and the sedatives you’ll need to calm yourself down after a few games are probably available from your GP.

Nebulus

Pogo discovered fishing was much easier when you have access to a submarine with a gun.

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Review: Paradroid

We’re functioning automatic. And are fully psychotic

Rating: 5/5

Paradroid. If ever there’s a word to make a C64 fan feel all funny in their happy place, that’s the one. Andrew Braybrook’s game typically heads many best-of lists, and it’s just reared its head on Virtual Console. But can a pseudo-3D blaster from the mid-1980s still hold gamers in thrall in an age of 3D shooters with more polygons per character than hairs on Braybrook’s head? (And this bearing in mind Braybrook’s fairly bushy moustache at the time Paradroid was released.)

In a word: yes. I don’t use the word ‘classic’ lightly, but Paradroid is, undisputedly, a classic game, and one of the very few titles from the C64 years that truly holds up today.

Part shoot ’em up, part exploration game, and with a sprinkling of reaction-based puzzling, Paradroid tasks you with boarding a fleet of ships and blowing its cargo of amok droids to pieces. The snag: your ‘influence device’ is rubbish—sluggish, and with about as much firepower as a hedgehog. The plus side: for a limited time, said device can attach itself to any other droid, limpet-style, taking over its capabilities, enabling you to dish out robot justice with vigour.

In the hands of a lesser programmer, Paradroid would have been long-forgotten. But Braybrook’s innovative thinking and attention to detail ensured his creation a place in gaming history. The graphics were limited by the C64’s power, and so Braybrook avoided trying for anything vaguely ‘realistic’, instead creating a highly abstract aesthetic that’s reminiscent of a blueprint. Droids are distinguished by number alone, making instant identification effortless. And yet the game’s stylish simplicity still resonates.

Rather than provide a full-on top-down view, Braybrook also hit upon the idea of a pseduo-3D viewpoint. Your droid ‘knows’ the deck layouts, but can’t see around corners or through doors. Therefore, despite this overhead game having been written in 1985, its de-facto viewpoint mirrors the kind of 3D shoot ’em ups that didn’t really exist until Wolfenstein 3D yomped on in.

Also, battling to take over another droid is a game in itself—a fast-paced battle of wits, with you firing connections to take over the circuit board of your adversary’s brain. It’s a diversion from the main battle, and almost as much fun as the main game itself.

In an era where so many games are smashed into pigeon-holes, the Braybrook vision that’s so obvious in Paradroid is a breath of fresh air. The game’s combination of arcade reflexes, strategic overtones and quickfire puzzles all add up to one hell of a production. And while some will doubtless cite Paradroid’s fans as delusional nostalgics, they’re the ones missing out by not giving this great game a chance.

Paradroid is available now on Virtual Console for 500 Wii points (about £3.50), although its sprite-collision detection is a little ropey compared to the original game. Despite this niggle, you are officially lacking in the marbles department if you don’t buy a copy. Well, unless you don’t own a Wii, obv.

Paradroid

The influence device was dismayed at its impending death on the girlie deck.

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About Revert to Saved

Revert to Saved is a weblog written by Craig Grannell, a journalist and designer, sometimes musician and very occasional photographer. Revert to Saved primarily exists to offer succinct reviews and opinions, supporting the work Craig does for magazines (such as Retro Gamer, MacFormat, Computer Arts and .net). Craig primarily exists to crave really good baked goods, get carpal tunnel syndrome when playing Space Invaders Extreme, and, apparently, talk about himself in the third person.

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